RyuSuke
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Posts posted by RyuSuke
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It is a cool Mod for a M4 Fans (Me)

I had M4 S-system(Nearly to M468) with M203.....
So,Is that possible to add m203 on M468?..
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Which is great until it decides to pop back into 4:3 in the middle of you playing.

I hadn't this problem....

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GRAW can support the 16:10 ratio...
U just change the renderer_settings.xml in
Ghost Recon Advanced Warfighter\Data\settings
And Change like that
<variable name="aspect_ratio" value="1.6"/>

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well you can theoretically replace the material with a baked texture form 3ds max, if you wish to test this is will be more than happy to hhelp out with that .
from what i've managed to understand , in max i can render a single texture containign diffuse , bump , normal , specularity , self-illumination , and maybe something else into ao single texture , with additional channel information stored in the file .
with cube maps i'm a bit fuzzy ,doesnt apear as though i can bake a cube map into a channel .
but ati has a cube map imprt generator , can try http://www.ati.com/developer/cubemapgen/index.html
so you could try just redirecting or replacing the texture in the xml to the new cube map .
on the other hand , im wondering if i can use a generated cube map to bake into specularity , will it still be real-time ? ill have a look and let you know .
dimz, you cant have a single texture with all that information in it:) max cant render it, no file format can store it and no engine cant run it.
I also dont suggest "burning" the reflections into a diffuse.
I dont however really understand what it is you people are trying to do right now. the cube maps are already there? please be more specifin on excactly what it is you are trying to do and I am glad to help!

The Main point is When I change the XML The Goggles reflection NOT on the goggles
the cube maps are already there ....It is using the GRAW cube maps.. NOt creat by me
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A little Problem of It...
The sound have a little noice....
Maybe u can use the software to clear this noice...
It must better
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Hmm.....I think it's necessary to assign such an environment map via editing the model itself in 3DSM instead of just editing it's XML file. But I could be wrong about that - I'll play a little around with this setting and then see if I can come up with something!

Thanks......
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RyuSuke, please post your problem here!
That way we can work on it, without loosing the overview in the other thread and we can also refer to this thread if someones wants to know how we did it (that means if we'll get it to work)!

U can change the Goggles Reflection in it
Data\objects\beings\ghost_XXX\materials.xml
<material name="newghost_cube" src="diffuse_cube_opacity">
<diffuse_texture file="newghost_df" />
<bump_normal_texture file="newghost_bm" />
<opacity_texture file="newghost_op" />
<self_illumination_texture file="heat_gradient" />
</material>
Error like that...

The newghost_df Cut From Data\textures\atlas_characters\ghost_team\diffuse
The newghost_op Cut From Data\textures\atlas_characters\ghost_team\Bump
I hope u can Fix it

Moreover....
This Reflection is using the Blackhawk Glasses Cube Map...
So it is a Env map It will change when u Turning
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Vth_F_Smith is doing Like that...

http://www.ghostrecon.net/forums/index.php?showtopic=35997
I Revise it Too



We r Going nearly Way



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Theese are the new skins for ghosts characters i'm working on (Not finished yet) , I didn't try to use an existing camo pattern , I just focused on the artworks related with GRAW and on the intro movie.I Used different textures for each material part of gears and helmet , I add some dirt , mud , burst , dust noise all over the characters couse they're too clean for war theatre and I add beard couse they can't shave while they're always on mission
.Here I add some scrennshotz about details and behaviour under light exposure with post_production effects on and off.Hope you like it.
I think it is COol but it is too Brightness for the cloth of the helmet....
Moreover....Have U add the Bump mapping for ur beard.....A_A?
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Vth_F_Smith...UR Logo characters is better NOW....
HAVE U change the BUMP MAP of IT A_A
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U must Us the Windows Texture Viewer to View the bump.dds and use PrtScr to Copy the RGB Channel and Alpha Channel...U can't just use the photoshop to open Bump.dds...
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Nope, that's the body and face - not the helmet and you won't be able to find the helmet's normal (bump) map because it isn't there - I checked it multiple times!I can find the Helmet IN Bump_set0/atlas.dds in Here...Is that u want??

It is the helmet Bump Mapping


It just Difference to the diffuse Maping...
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That is exactly why I asked Wille about it because there is no bump map texture for the helmet, at least not inside the bump folder where there are usually stored because that one is totally empty!U must based on the GRAW bump map texture to create ur texture..amd Didn't need to change ur XML...The New Texture will overwrite the GRAW one...But Ur revise texture must using the Normal Map Effect.....and Fixed to the GRAW Bump

I can find the Helmet IN Bump_set0/atlas.dds in Here...Is that u want??

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Speaking of bump maps, can I simply create a bump map based on the helmet texture of the ghost's helmet, throw it into the bump folder as atlas.dds and the game will notice as well as make use of it in the game or do I need to add something to some XML file, since there actually is no normal map or bump map for it?

U must based on the GRAW bump map texture to create ur texture..amd Didn't need to change ur XML...The New Texture will overwrite the GRAW one...But Ur revise texture must using the Normal Map Effect.....and Fixed to the GRAW Bump
This is My Scar Bump map

This is My Scar Bump map Alpha Channel

This is My Scar Bump map Revise Layer

This is My Scar Bump map Alpha Channel Revise Layer

Moreover....When U using the Normal Map Effect to Photoshop...
The Alpha channel is difference to the RGB Channel.....
(U can see the Light and Shader is Differecnce)
U must Turn ur Alpha channel anticlockwise When u use the Normal Map effect
AND...Change the Brightness of ur revise texture Nearly to the GRAW BUMP..
Is there any way to add real or fake environment mapping to a certain part of a texture like you did with the scopes (fake environment mapping)? I'd really like to add this to some parts of the models because static images set to some kind of opacity are simply not the same since they don't change, you know? If there's a way....how do I create a fake (or even real) env. map for GRAW?
I know how to use real env. mapping in applications like 3DSM & Poser but never used fake env. mapping before only non-interactive reflection maps! Does fake nv. maps have something in common with animated textures (except that they are textures I mean)?

I can find the Mapping of it(The Folder name Cube) ...But I can't Find How to Use it..Coz the Scope is using 2 texture to separate the Lens and the Body....So I don't know how to Change....
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No, I didn't so far, but I first want the main elements to work, before I add more!Now to something completely different.
Have you ever thought about integrating different kind of ammunition, for example uranium, or half cut ?
or different types of 40mm grenades, high explosive or some etc.
If this is possible.
However I'll think about that, once the main elements are working. *cough* Could use some help here, Grin_Wille!
*cough*- Feature added: All the blue corner sprites have been removed
- Next planned feature: The compass will be scaled down in order to fit the new look of the HUD
The concept art Is cool...Work Hard

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However, you will loose a lot of fine detail by doing this. Converting a black and white image to a normal map is nothing compared to generating the normal map from a highpoly mesh.
I don't Think So ...COZ The Texture Size Only 1024x1024....The PrtScr files can use 922x922...NO big Diffence OF IT
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1: U must Download the Adobe Photoshop Normal Map and DDS Authoring Plug-ins
and Windows Texture Viewer in nvidia...
2:Using the Windows Texture Viewer to View the bump.dds and use PrtScr to Copy the RGB Channel and Alpha Channel...
3:Resize to the Right size....It is the Real Bump mapping...
(remember RGB channel and alpha Channel must copy)
4:Make a picture and use Filter=>Nvidia Tools
(My english is Bad ...So I don't know How to say....)
5:When U r finish....Save it psd first and save the dds..
Use A8L8(NOT Dx5)...the write Config..unclick the Calculate Luminance
Try It urself and U will understand
PS REMEMBER..USE THE GRAYSCALE TO MAKE THE BUMP MAPPING...IT MUST BASE ON THE RED CHANNEL.....(COPY THE RED CHANNEL CHANGE TO THE GRAYSCALE AND PASTE THE RED CHANNEL)....
WHEN U USE THE NVIDIA TOOLS FILTER OR SAVE THE FINISH BAMP.DDS...U NEED TO CHANGE TO RBG
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My Friend Said that the sepia RGB changing still darkless.....
So I just revise the colour Today
yesterday Version

Today Revise

I don't know which one is better

The Setting is here
<sepia_r x="1" y="0.25" z="0.05" />
<sepia_g x="0.05" y="1" z="0.25" />
<sepia_b x="0.25" y="0.05" z="1" />
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I will Try to Find The Reflection mapping...
Nearly to the scope...
Moreover...I had Add the cloth effect to all Solder uniform....A_A
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Good JOB

Is the FPS will down??

Moreover....How to set the Reflection of Goggle?
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on the sepia thing....
when i was on vacation i wore sunglasses all the time (vacation was just in holland/the netherlands) i gotten used to the dimmed light and saw all in full color as my eyes were adjusted to the lighting of the sunglasses
when i took them of i noticed that the world was yellowish like graw, not all that saturated but yellowish in direct sun light compared to the sunglasses
so it might be that the yellow is kinda true
and i think ryu has a point that a comaprison with camara and eye is not
valid
i like what your doing here though

?.?...Why...?.?
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It does work but it's too bright to be realistic!NO....Sorry for my bad english..I am come from HK=.=
I mean.......Have u Test my sepia setting???
Is That work with U???

BTW: Only some people seem to have the problem that areas of the game are more darker after they installed the mod - must something have to do with the different videocards or drivers.
Hmm....
but if ur sepia is 0...
no more reflection of the building's windows....
The sun is not shine when u see
The photo has dark Shadow because the Sky it too bright...(Camera diaphragm Problem)
IT is same to shoot the Guy in backlight (eg. backGround is blue sky....)
U must use the addon light in front of him...
Camera is not same the eyes.....
Camera diaphragm is fixed when u Shooting
A pupil of the eye will Open and Close when u seeing...
So it will brighter then the photo
So ...If U think the Photo is Realism...I don't Think So....
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I beg you pardon?Is that work of this change


NO....Sorry for my bad english..I am come from HK=.=
I mean.......Have u Test my sepia setting???
Is That work with U???


bp weapons pack v1.2
in GR:AW 2 - Weapon Modding
Posted
Is that possible to add m203 on M468?